War
Character Name: War
Alternate Identities: Current body
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
75 STR 10 65 75 24- HTH Damage 15d6 END [7]
27 DEX 10 51 27 14- OCV 9 DCV 9
30 CON 10 40 30 15-
18 BODY 10 16 18 13-
13 INT 10 3 13 12- PER Roll 15-
14 EGO 10 8 14 12- ECV: 5
28 PRE 10 18 28 15- PRE Attack: 5 1/2d6
14 COM 10 2 14 12-
35 PD 15 20 35 35 PD (18 rPD)
25 ED 6 19 25 25 ED (12 rED)
6 SPD 3.7 23 6 Phases: 2, 4, 6, 8, 10, 12
21 REC 21 0 21
60 END 60 0 60
71 STUN 71 0 71
6" Running 6 0 6"
2" Swimming 2 0 2"
15" Leaping 15 0 15" 265 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 334
Spent: 334
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 684
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 15"
V. Leap 7 1/2"
DEFENSES
Type Amount
Physical Defense 35
Res. Phys. Defense 18
Energy Defense 25
Res. Energy Defense 12
Mental Defense 15
Res. Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 9 DCV: 9
 
Combat Skill Levels: +3 with All Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
All-Out 1/2 +1 -2 Weapon +4 DC Strike
Attack 1/2 +0 +2 Weapon +2 DC Strike
Charge 1/2 +0 -2 Weapon +2 DC +v/5 Strike, FMove
Defend 1/2 +2 +2 Block, Abort
Probe 1/2 +1 +3 Weapon Strike
Resist 1/2 +0 +0 90 STR to resist Shove; Block, Abort
Shove 1/2 +0 +0 90 STR to Shove
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
15 Berserk: if insulted/made a fool of in Combat: (Uncommon), go 11-, recover 11-
25 Distinctive Features: Incarnation of War (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Fearless (Common, Total)
20 Psychological Limitation: Loves War and Battle (Common, Total)
20 Psychological Limitation: Give advice/lauds skill in combat (Very Common, Strong)
15 Reputation: Merchant of Death, 14- (Extreme; Known Only To A Small Group)
30 Vulnerability: 2 x STUN Electrical-based Attacks (TASERS etc.) (Very Common)
5 Unluck: +1d6
150 Total Disadvantages Cost

Character Name: War
Alternate Identities: Current body
Player Name: NPC
SKILLS
Cost  Name
0 Acting 8-
3 Breakfall 14-
0 Climbing 8-
3 Combat Driving 14-
3 Concealment 12-
3 Deduction 12-
10 Defense Maneuver I-IV
3 KS: Famous Battlefields 12-
3 KS: Historical Battles 12-
0 Language: English (completely fluent; literate) (4 Active Points)
2 Navigation (Land) 12-
3 Oratory 15-
0 Paramedics 8-
3 Persuasion 15-
8 PS: Soldier 17-
8 PS: Arms Merchant 17-
5 Rapid Attack (HTH)
3 Riding 14-
0 Shadowing 8-
0 Stealth 8-
19 Tactics 20-
2 TF: Equines, Small Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
13 WF: Common Melee Weapons, Emplaced Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Staffs, Vehicle Weapons (AFVs)
24 +3 with All Combat
118 Total Skills Cost
PERKS
Cost  Name
11 Money: Filthy Rich: Illegal Arms Merchant
11 Total Perks Cost
TALENTS
Cost  Name
20 Danger Sense (self only, out of combat) 15-/12-
4 Mounted Warrior (HTH Combat)
20 Universal Translator 12-
44 Total Talents Cost
 
POWERS
Cost  Power END
50 Sword of War: Killing Attack (HTH) 2 1/2d6 (5d6+1 w/STR), Reduced Endurance (1/2 END; +1/4) (50 Active Points)
Notes: This is a manifestation of the power, not a focus and so can appear as any melee type weapon.
2
49 Horseman Aspect: Shape Shift (Sight, Smell/Taste, Touch and Hearing Groups), Cellular, Instant Change, Makeover (-8 COM), Costs END Only To Change Shape (+1/4)
Notes: When a Horseman is Resurrected they do not come back in their own body as they are basically 'spirit' therefore they will chose a body and inhabit it destroying the former owner. This power changes them from that body to an incarnation of their aspect, i.e. Death, War etc.
4
47 Immortal Spirit: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing; Sleeping: Character does not sleep)
Notes: All of his Life Support does affect the body he inhabits.
0
23 Aura of War: Mind Control 1d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1), Cumulative (96 points; +1 1/2), Area Of Effect (32" Radius; +2); Only to induce Beserk (-1/2)
Notes: Uses this power always when in his 'aspect'.
0
15 Tough Skin: Damage Resistance (18 PD/12 ED)
Notes: This appears as a suit of plate armor.
0
11 Unkillable: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Month, -5), Self Only (-1/2)
Notes: All of the Horsemen are effectively unkillable. Yes, their body can be destroyed but they will always come back. Usually this takes a couple of years.
0
9 Situational Awarness: +3 PER with all Sense Groups0
8 Nah, Can't See Doing That: Mental Defense (15 points total) (12 Active Points); vs. Mind Control, Illusions only (-1/2)0
212 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Weapons Combat
5
1) All-Out: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4
2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4
3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove
4
4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5
5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4
6) Resist: 1/2 Phase, +0 OCV, +0 DCV, 90 STR to resist Shove; Block, Abort
4
7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 90 STR to Shove
1
8) Weapon Element: Axes, Maces, and Picks
1
9) Weapon Element: Blades
1
10) Weapon Element: Clubs
1
11) Weapon Element: Polearms
34 Total Martial Arts Cost

Character Name: War
Alternate Identities: Current body
Player Name: NPC
APPEARANCE
Hair Color: Grey
Eye Color: Brown
Height: 6' 6"
Weight: 250 lbs
Description:
BACKGROUND
POWERS/TACTICS
PERSONALITY/MOTIVATION
CAMPAIGN USE
DESIGN NOTES
Created: Wed, 20 May 2020 18:58:07

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